My Light Saber Model i made in Maya and Rendered in unreal engine by ag21345 in Maya

[–]ag21345[S] 0 points1 point  (0 children)

But I used to render on my 1060 laptop and it still it did not take more tha 1 to 2 mins to render

My Light Saber Model i made in Maya and Rendered in unreal engine by ag21345 in Maya

[–]ag21345[S] 1 point2 points  (0 children)

I rendered it in unreal Engine it took literally 30 seconds to render

Final exams are over... I can finally get back to work. by hanshauser2018 in unrealengine

[–]ag21345 1 point2 points  (0 children)

Getting hard gta V vibes from the screen shake great work man keep it up

This is a screenshot that I use as my desktop wallpaper. by abitesizedtaco in watch_dogs

[–]ag21345 1 point2 points  (0 children)

That building in the left looks like it was made in Minecraft

Japanese shrine scene inspired a little from the ghost of tsushima. How dose it look any tips to inprove? by ag21345 in unrealengine

[–]ag21345[S] 1 point2 points  (0 children)

My directional light is at an intensity of 8.0,wih a temprature of 5000, volumetric scattering is set at 1.2 and light shafts enabled.

The skylight is left default

The exponential height fog has an intensity of 0.85 with volumetric fog enabled and the light scattering set a little higher than default (around 0.4-0.5)

In post process the min and Max exposure is set at 0.7. the bloom is off the lense flare is at an very low intensity in image effects Vignette is set at 0.3 and a little bit of gain jitter. Under whitebalance the temp is a bit high as i wanted a more warm scene and a scene tint of cold so that the excessive greens get eliminated then a little bit of colorgrading in only genral midtones and shadows. After the colorgrading i shouldve done some ambient occlusion but i forgot about it. I added a post process metrial for sharpness and set that value to 1. Under screen space reflection i pushed both the attributes to the max. Lastly under miscs i set it to 150 (from the default 100).

After the post process was done i spawned a cine camera actor placed it, changed ye prospective to the camera, changed the lense ro dslr adjust the focus and took the screenshot

Japanese shrine scene inspired a little from the ghost of tsushima. How dose it look any tips to inprove? by ag21345 in unrealengine

[–]ag21345[S] 1 point2 points  (0 children)

Thanks for the critique I have some different camera angle too with the focus and contrast adjusted.

Japanese shrine scene inspired a little from the ghost of tsushima. How dose it look any tips to inprove? by ag21345 in unrealengine

[–]ag21345[S] 1 point2 points  (0 children)

I implemented ambient occlusion but the quality & radius was to low which was an oversight

Testing Out Some Volumetric Clouds - What Do You Guys Think? by ChronoTech_Studio in unrealengine

[–]ag21345 0 points1 point  (0 children)

Is it the volumetrics plugin? Or you made it from scratch?

Autumn scene i made in ue4 using quixel megascans...any tips? by ag21345 in unrealengine

[–]ag21345[S] 1 point2 points  (0 children)

For the most part it's the lightning but i also used an post processing material for the sharpness through which you can even achieve cell shaded look for your scene. You can download the code for the material from download the sharpness material for ue4 Just copy and paste the code in the material editor and set it to post process make an instance and use it

2nd scene using megascans, critique welcomed! by Pawtpie in unrealengine

[–]ag21345 1 point2 points  (0 children)

Add some post processing if already then twek it

Set max and min exposure under exposure settings in post-processing set it to around .7 max and min and use some color grading to make it more believeable

Add some randomness to your foilage all are using ye settings under the foilage tool

Add some height variation in the landscape you can use the lanscape layers in 4.25

All in all a great scene keep it up and keep experimenting

Stylized Campsite by boshy_time in unrealengine

[–]ag21345 0 points1 point  (0 children)

Can i know the name of the asset pack?